FriedEggSandwich wrote: »But there's already a campaign for people like you. What is there to gain by removing player choice?
asneakybanana wrote: »asneakybanana wrote: »Also just flat out removing CPs encourages zerging and really hurts smaller groups fighting outnumbered. Maybe if they reintroduced dynamic ultimate but just pulling the plug on CPs right now would require everyone to cut most their dmg and stack into sustain and would make zergs pretty much untouchable. Or they can review battle spirit and increase the amount of dmg that people would do to make up for the lack of dmg bonuses from CPs might be viable but in reality that would probably just break more than it fixes.
The power creep in this game is massively out of control. Like, I understand why you like CP: a build like yours has insane, group wiping damage, but also enough sustain to keep up shields, hit purge and be survivable. I've played the exact same spec. It's great, it's also terrible game mechanics. At this pointin ESO PvP we really can do it all, and it's just not good PvP. Infinite sustain, one shot builds, etc., all these come from CP and most would go away if CP were removed.
I mean I play what is the most efficient and right now that's destro nb. I dont really care if I couldnt sustain but it's the fact that w/ cp removal we will have less dmg and less sustain and its already tough enough to kill tanks imagine w/ no cp dmg bonus. If they were to leave dmg as it is and nerf my sustain fine or if they were to nerf dmg but leave sustain fine but nerfing dmg and sustain forces everyone into this weird full sustain seducer/lich type setup where you have to sacrifice a decent amount of dps sets on top of the dps you already lost it's just going to be terrible.
I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
flguy147ub17_ESO wrote: »I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
You cant haven endless stat progression though. Plenty of MMOs have a progression cap of some sort. Cant have people running around PVPing with 2000 CP against the avg player with 300 CP. He would be like a raid boss.
flguy147ub17_ESO wrote: »I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
You cant haven endless stat progression though. Plenty of MMOs have a progression cap of some sort. Cant have people running around PVPing with 2000 CP against the avg player with 300 CP. He would be like a raid boss.
No, but there are soft caps that they raise. This isn't another MMO, it's ESO. Other MMOs do other things.
flguy147ub17_ESO wrote: »I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
You cant haven endless stat progression though. Plenty of MMOs have a progression cap of some sort. Cant have people running around PVPing with 2000 CP against the avg player with 300 CP. He would be like a raid boss.
No, but there are soft caps that they raise. This isn't another MMO, it's ESO. Other MMOs do other things.
Not a PvP'er, but from the threads I have seen, people do prefer the No CP campaigns, for no other reason than its more balanced. Especially now as it's L50, and not Vet10/12/14/16 like before. This means new players can get to PvP quicker for those current non CP campaigns.
I have also read that performance is much better in Non CP Campaigns.
So, the playing field is more leveled and performance seems to be better. Why would anyone not want this?
Of course ZOS could always keep a CP Enabled Campaign as an exception.
Rohamad_Ali wrote: »@Nestor
I am not sure my friend the forums give an accurate portrayal of non cp campaigns popularity . I imagine a lot of PVP players do not regularly use the forums so they're preference is going unheard . While non cp maybe popular here on the forums , the pop locked campaigns I believe are a better indicator of popularity Ingame . On PC Trueflame is CP enabled and always pop locked the majority of the day and prime time while Azura Star , the non cp one , seems to stay around two or three bars during this time . This leads me to believe the cp system is more popular among players .
Rohamad_Ali wrote: »@Nestor
I am not sure my friend the forums give an accurate portrayal of non cp campaigns popularity . I imagine a lot of PVP players do not regularly use the forums so they're preference is going unheard . While non cp maybe popular here on the forums , the pop locked campaigns I believe are a better indicator of popularity Ingame . On PC Trueflame is CP enabled and always pop locked the majority of the day and prime time while Azura Star , the non cp one , seems to stay around two or three bars during this time . This leads me to believe the cp system is more popular among players .
This. People vote when they queue up. And people are willing to wait in line behind 50 other players to play in a CP campaign, rather than play immediately in a No-CP one.
I know that makes some of you guys mad, and some people are 'happy' that everyone is 'forced' to play like you want them to for a week. That's asinine by the way...
But that doesn't change the fact that CP campaigns are just plain more fun for more people and thus more popular. People don't like dying to a stupid NPC guard.
Rohamad_Ali wrote: »@Nestor
I am not sure my friend the forums give an accurate portrayal of non cp campaigns popularity . I imagine a lot of PVP players do not regularly use the forums so they're preference is going unheard . While non cp maybe popular here on the forums , the pop locked campaigns I believe are a better indicator of popularity Ingame . On PC Trueflame is CP enabled and always pop locked the majority of the day and prime time while Azura Star , the non cp one , seems to stay around two or three bars during this time . This leads me to believe the cp system is more popular among players .
This. People vote when they queue up. And people are willing to wait in line behind 50 other players to play in a CP campaign, rather than play immediately in a No-CP one.
I know that makes some of you guys mad, and some people are 'happy' that everyone is 'forced' to play like you want them to for a week. That's asinine by the way...
But that doesn't change the fact that CP campaigns are just plain more fun for more people and thus more popular. People don't like dying to a stupid NPC guard.
Rohamad_Ali wrote: »@Nestor
I am not sure my friend the forums give an accurate portrayal of non cp campaigns popularity . I imagine a lot of PVP players do not regularly use the forums so they're preference is going unheard . While non cp maybe popular here on the forums , the pop locked campaigns I believe are a better indicator of popularity Ingame . On PC Trueflame is CP enabled and always pop locked the majority of the day and prime time while Azura Star , the non cp one , seems to stay around two or three bars during this time . This leads me to believe the cp system is more popular among players .
flguy147ub17_ESO wrote: »I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
You cant haven endless stat progression though. Plenty of MMOs have a progression cap of some sort. Cant have people running around PVPing with 2000 CP against the avg player with 300 CP. He would be like a raid boss.
No, but there are soft caps that they raise. This isn't another MMO, it's ESO. Other MMOs do other things.flguy147ub17_ESO wrote: »I don't think it's wise to remove CP from all PvP. They deprecated vet rank for CP. They'd be essentially turning off end game content for PvP players.
I would say there is no likely way the plan is to turn off CP for good, but Brian Wheeler had an opportunity to address that, and he hasn't. So it's a bit unsettling.
That all said, I tried Azura's Star and didn't enjoy it.
Is the end game for pvp accumulated stat points or the ability to face off against a thinking enemy in a rated ladder?
There's nothing in PvP that suggests there is end game content. The only ranking system can be farmed since it relies on AP gains, and there's nothing to do but earn CP to make you stronger. This makes CP end game content by default. But even that is better farmed via PVE so the argument that CP is pvp end game is loose at best.
That said I'm countering by saying there is no more end-game pvp at all. We are receiving the first end game content this summer via 4v4v4 Battlegrounds, and that's only true if there is a rated ladder system that is based on as much skill based stats as possible (wins/loss and score separate from AP). It was supposed to be IC, but what we got was a PvE grind.
Players want progression. If experience was disabled in Cyrodiil, you'd see a lot of people quit. So CP is by default end game content, but it's also a requirement of the game. After you gain the skills from the alliance war, rank is completely achievement based and has nothing to do with content.
You cant haven endless stat progression though. Plenty of MMOs have a progression cap of some sort. Cant have people running around PVPing with 2000 CP against the avg player with 300 CP. He would be like a raid boss.
No, but there are soft caps that they raise. This isn't another MMO, it's ESO. Other MMOs do other things.
He's not wrong though. That was the primary issue with CP when it first was created, they left it capless and it created such a problem they had to create a ceiling to hit in order to control it.
Now this means you have a progression cap, and despite what players want, that end game via progression fails. Mostly because the once you reach that cap, what else do you do?
Trial/VMA players run trials not because they receive participation points, but because there is a competitive ladder for them to work towards. The progression is not CP, it's raising your skill level to put you at a higher ladder level for VMA or Trials as a team. Gives that player accomplishment seeing their name (brand) for all to see.
The same is needed to pvp, and given the current build climate, CP is just in the way.
I came back to the game like 3-4weeks ago went into PVP 45 and complete "rekt". So I started to find groups of people instead of doing things alone. It just made me power level in groups to 220cp. I think with the CP left on will teach players not to think they are Chosen One. It also supports team work with it off I think people will start whining more about classes need nerf and other things because it is where they think they are entitled and everyone should be on their level. The only things they need to change is the bridge over by Alessia so people don't waste time their while their factions losing assets. The other thing that needs to change is people camping factions inner sewers base put some guard NPC there for protection just like they have it over at faction base gates.
Come back to me when it's triple locked for eight hours straight with an 50+ person queue to get in. Oh it's not? Then one of us is wrong. Azuras must never have so few people that one faction flips the whole map every night.
TF had those huge lines and is packed 24/7 because people want to play that way. They vote every time they queue up and wait 20 minutes to get in. I suspect that many of the Azuras players are just playing there waiting for their TF queue to pop.